[游戏开发][UE5.3]代码生成蓝图文件并在代码中保存文件。

我看网上有人的做法比我更好,我这个更简单

UE5-GAS:读取Excel数据在蓝图创建并更新GE类 - 知乎

数据配表

测试编辑器API

创建编辑器蓝图文件,继承AssetActionUtility.h

创建在编辑器中显示的函数,可以用中文命名方便其他人使用。

右键任意文件

查看打印,发现调用没有问题。

 正式生成流程

GetSelectedAssets返回选中资产

CastToDataTable转换配表数据

循环数据配表

把生成单个蓝图文件封装成一个函数

我这里因为是使用配表循环生成GameplayEffect的蓝图文件,因此叫GetBuffFile。

 

ForceGetBuffFile是创建文件的C++代码,参数有3个

1:蓝图文件CDO

2:生成文件的文件夹,不能存在则自动生成

3:文件名。

UGameplayEffect* UCMAbilityEditorBpLib::ForceGetBuffFile(TSubclassOf<UGameplayEffect> Archetypes, const FString& Directory, FString AssetName, UObject* Outer)
{
	const FSoftClassPath ArchetypesSoftClassPath(Archetypes);
	return UCMEditorBpLib::TryCopyClass<UGameplayEffect>(ArchetypesSoftClassPath, Directory, AssetName, Outer);
}

请注意新生成的文件是未保存状态,在文件夹里也是看不到这个文件的,它还是数据状态。 

 

封装了一个C++方法 ModifyBuffBluePrintData方法,既修改蓝图文件的数据,修改后保存蓝图文件。

全部C++代码:

#include "Ability/CMAbilityEditorBpLib.h"
#include "CMEditorBpLib.h"

#include "GameplayEffectComponents/BlockAbilityTagsGameplayEffectComponent.h"
#include "GameplayEffectComponents/ImmunityGameplayEffectComponent.h"
#include "GameplayEffectComponents/RemoveOtherGameplayEffectComponent.h"

UGameplayEffect* UCMAbilityEditorBpLib::ForceGetBuffFile(TSubclassOf<UGameplayEffect> Archetypes, const FString& Directory, FString AssetName, UObject* Outer)
{
	const FSoftClassPath ArchetypesSoftClassPath(Archetypes);
	return UCMEditorBpLib::TryCopyClass<UGameplayEffect>(ArchetypesSoftClassPath, Directory, AssetName, Outer);
}


void UCMAbilityEditorBpLib::ModifyBuffBluePrintData(UGameplayEffect* buffBlueprint, const FCMAbilityBuffData& buffRowConfig)
{
	if (!buffRowConfig.BlockAbilityTags.IsEmpty())
	{
		UBlockAbilityTagsGameplayEffectComponent& component = buffBlueprint->FindOrAddComponent<UBlockAbilityTagsGameplayEffectComponent>();
		FInheritedTagContainer TagContainer;
		TagContainer.Added = buffRowConfig.BlockAbilityTags;
		component.SetAndApplyBlockedAbilityTagChanges(TagContainer);
	}
	if (!buffRowConfig.RemoveOtherTag.IsEmpty())
	{

		URemoveOtherGameplayEffectComponent& component = buffBlueprint->FindOrAddComponent<URemoveOtherGameplayEffectComponent>();
		FGameplayEffectQuery const Query = FGameplayEffectQuery::MakeQuery_MatchAnyOwningTags(buffRowConfig.RemoveOtherTag);
		component.RemoveGameplayEffectQueries.Add(Query);
	}
	if (!buffRowConfig.ImmunityTag.IsEmpty())
	{
		buffBlueprint->DurationPolicy = EGameplayEffectDurationType::Infinite;
		buffBlueprint->Period = buffRowConfig.Period;
		UImmunityGameplayEffectComponent& component = buffBlueprint->FindOrAddComponent<UImmunityGameplayEffectComponent>();
		FGameplayEffectQuery const Query = FGameplayEffectQuery::MakeQuery_MatchAnyOwningTags(buffRowConfig.ImmunityTag);
		component.ImmunityQueries.Add(Query);
	}
	if (!buffRowConfig.GameplayCueTags.IsEmpty())
	{
		FGameplayEffectCue GC;
		GC.GameplayCueTags = buffRowConfig.GameplayCueTags;
		buffBlueprint->GameplayCues.Add(GC);
	}

	UPackage* Package = buffBlueprint->GetPackage();
	const FString PackageName = Package->GetName();
	const FString PackageFileName = FPackageName::LongPackageNameToFilename(PackageName, FPackageName::GetAssetPackageExtension());

	const bool bSucceeded = UPackage::SavePackage(Package, buffBlueprint, EObjectFlags::RF_Public | EObjectFlags::RF_Standalone, *PackageFileName, GError, nullptr, true, true, SAVE_NoError);

	if (bSucceeded == false)//失败输出日志
	{
		
	}
}
 

 保存蓝图文件代码如下

UPackage* Package = buffBlueprint->GetPackage();
const FString PackageName = Package->GetName();
const FString PackageFileName = FPackageName::LongPackageNameToFilename(PackageName, FPackageName::GetAssetPackageExtension());
const bool bSucceeded = UPackage::SavePackage(Package, buffBlueprint, EObjectFlags::RF_Public | EObjectFlags::RF_Standalone, *PackageFileName, GError, nullptr, true, true, SAVE_NoError);

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